Project CARS 2 Update 4 Released – Porsche Legends Pack Announced

Project CARS 2 Update 4 Released – Porsche Legends Pack Announced

Slightly Mad Studios and BANDAI NAMCO Entertainment Europe officially announced that the ‘Porsche Legends Pack’ for Project CARS 2 will be coming to all platforms in early March.

This second expansion pack for Project CARS 2, will be celebrating the Seventy years anniversary of the very first Porsche road car. The 1948 Porsche 356. The DLC will bring you nine legendary cars hand-picked from the storied history of Porsche and one FIA-certified track intimately associated with Porsche. Furthermore, the pack will include 20 new liveries, nine community events, and five new career events.

While the content of the car pack DLC has not yet been fully revealed, Slightly Mad Studios already confirmed that the modern day 2017 Porsche 911 RSR, and the iconic 1972 Porsche 917/10 will be included.

Ahead of the ‘Porsche Legends Pack’, Slightly Mad Studios also deployed a significant and sizable update for Project CARS 2 on the PC (Steam) platform. The Xbox One and PlayStation 4 updates are not yet live but should become available soon.

The update V1.4.0.0 included a large number of fixes and improvements and should result in a better performance and improved stability. Check out the full changelog below, for more detailed info.

Changelog V1.4.0.0

PC

Solved link to Facebook page when the user selects the Facebook option on the Extras tab whilst Microsoft Edge is set as default browser on PC.

Corrected multiple options in Photo Mode not being reflected when playing in VR.

Solved VR flicker.

Dedicated Server: corrected session duration automatically changing to 140 minutes when the player sets the time to more than 140 minutes.

Handling

Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.

Fixed incorrect altitude of many tracks for a better balance of performance between the turbo and naturally-aspirated cars.

BMW 1M: Improved FFB scale.

Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.

Ferrari 333SP: small balance of performance changes to fit with other LMP900 cars. Fixed final drive ratios and improved AI gear usage.

Ford Escorts: raised and moved back chase camera position to help with high FOV settings.

Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip-grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.

Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.

Shifted the aero drag center towards the rear on a number of cars, fixing rear wing yaw effect.

Adjustments made to reduce in-air negative tilt of some vehicles.

Reduced the speed of slick tyres in the rain.

Increased rain tyre heating for player cars.

Reduced heating on touring car rain tyres.

Reduced base wear on slick-based rain tyres.

Fixed issue that de-calibrated wear on some tyres.

Gameplay

Driver helmet now correctly shown in Helmet View camera.

Improved results of simulated career sessions. Randomness reduced by enhanced focus on performance and driver skill. Qualifying-to-race grid positioning will now more closely match results when not being simulated.

Improved an issue where changing track in Multiplayer to one with a smaller grid size limited entry to the lobby, causing some players to spawn under the track.

Career – Group A: changed the date of Round 1 for the PA Final race at Bathurst so that the weekend no longer takes place during snow season.

Corrected issue where left-sided pitstops were causing parts of the vehicle chassis to flip.

Improved an issue where ‘return to position penalties’ were allocated based on overall position, and not class position.

Corrected an issue where Livetrack and weather were not correctly syncing across online races.

Refined an issue where fuel level appeared white despite not being enough to complete a session on-track without refueling.
Improvements to the cat-track penalty system now takes into account crashed, pitted, and other class opponents in timed races.

Corrected behavior to prevent Online Reputation Safety Rank increasing when there are no opponents on-track.

Fixed an issue where pit crew would freeze during a fuel-only pitstop.

Added ‘automatic by weather’ choice to the pitstop strategy menu. Crew will now change tyres if they are deemed unsuitable for the weather.

Polished an audio issue where pit-crew animations and sounds were not in sync on shorter pit-stops.

Resolved an issue where, during an RX Lites career, in Q2, the HUD would display incorrect info.

Corrected an issue where points were not being awarded to each class in a multiclass race for a fastest qualifying lap.

Fixed an issue where a player would incorrectly receive a time penalty when hit by another player during the formation lap.

Stability improvement when crossing the finish line in multiplayer races.

Resolved a Rare ‘hang’ caused by crashing into AI during the warm-up lap.

AI

Brands Hatch GP: slowed AI lap times by about 2 seconds based on player feedback.

Daytona Road Circuit: reduced AI speeds coming off the oval into Turn 1 and other general changes to improve lap performance.

New AI alternate start line to improve first lap performance.

Daytona Tri-Oval: Implemented AI pit lane path to prevent the AI from hitting the pit wall, and improved pit entry and exit merges. Tweaked AI line at the Kink to prevent them from lifting slightly in stock cars. Adjusted inner corridors on the banked corner to prevent AI banking when racing side-by-side.

Dirtfish Mill Run: updated AI corridors.

Dubai Autodrome: new AI alternate start line to improve first lap racing.

Laguna Seca: new AI alternate start line to clean-up race starts. Slowed the AI speed on the pit lane exit at the inside of Turn 1 to better match player’s speed.

Le Mans: slowed the AI alternate start line in Ford Chicane as previously, cars were getting loose when the race went green on rolling starts.

Long Beach: adjusted AI cornering speeds to improve their lap times.

Monza GP: new AI start line to clean-up race starts. New AI pit lane path to fix cars going off into the gravel after the chicane. General improvement to AI speeds through the lap to make them faster based on player feedback. Also improved AI setups for GT1 cars to fix them getting loose through the Parabolica.

Bsim Categories

Bsim Categories

About Us

bsimracing originated out of a long term passion for Motorsports and Virtual racing. After having managed a few leagues, i decided to start a website that covered news and interesting topics within the Sim Racing scene.
While it started out as a little and modest project, bsimracing.com has grown into an up to date community recourse website and receives a substantial amount of visitors on a daily basis.

Bsimracing is powered by:

Do you want to share a story that’s perfect for bsimracing? Did you find or created a fabulous video or Sim Racing related screenshot. Or even if you want to write a full blown article you want to see published.

If so, let us know. We cant guaranty that every submission will be published, but when on topic, we will certainly try our best to get your story out there.

If you wish to receive credit for your contribution, please include your name/nickname and/or web site URL, if applicable.